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1.
Sci Rep ; 12(1): 16487, 2022 Oct 01.
Artigo em Inglês | MEDLINE | ID: mdl-36182999

RESUMO

The human spleen is equipped with an organ-specific microcirculation. The initial part of the venous circulation is formed by spleen-specific large microvessels, the sinuses. Sinuses eventually fuse to form venules and veins. For more than 170 years there have been debates, whether splenic red pulp capillaries join sinuses, i.e., whether the microcirculation is closed or open-or even simultaneously closed and open. We have now solved this question by three-dimensional reconstruction of a limited number of immunostained serial sections of red and white pulp areas, which were visualized in virtual reality. Splenic capillaries have special end structures exhibiting multiple small diverging endothelial cell processes, which always keep a certain distance to the walls of sinuses. Only very few capillary ends were difficult to diagnose. Positive identification of these end structures permits to conclude that the human splenic microcirculation is entirely open. This is also true for the perifollicular capillary network and for capillaries close to red pulp venules. Follicles are supplied by a relatively dense open perifollicular capillary net, which is primarily, but not exclusively, fed by sheathed and few non-sheathed capillaries from the surrounding red pulp network.


Assuntos
Baço , Realidade Virtual , Capilares , Humanos , Microcirculação , Microvasos , Baço/irrigação sanguínea
2.
Anticancer Res ; 42(10): 4849-4856, 2022 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-36192000

RESUMO

BACKGROUND/AIM: This study aimed to investigate the feasibility of a mixed reality (MR)-based hologram for intraoperative navigation in colorectal surgery. Virtual reality (VR) and MR technologies can visualize overlapping three-dimensional (3D) hologram images and real space using the wearable HoloLens2 glasses. PATIENTS AND METHODS: This study comprised 13 patients with colorectal cancer. Twelve participants had hologram images created from computed tomography (CT) between August and September 2021. One patient who underwent lateral lymph node dissection (LLND) after this period was included. A 3D hologram of the arteries, veins, and tumor was downloaded to HoloLens2 with the Holoeyes MD system and used during surgery. Hologram visibility, surgical outcome, and the NASA Task Load Index (TLX) were examined. RESULTS: A total of 2 ileocecal resections, 6 right hemicolectomies, 1 partial colectomy, 4 LLNDs, and 1 para-aortic lymph node dissection were performed safely while viewing the holograms. The mean operative duration was 421 [290-555] min, blood loss was 5 [5-15] ml, and the postoperative hospital stay was 10 [9-14] days. Regarding the TLX, the mental demand score was 30 [20-40], the physical demand score was 60 [50-67.5], the temporal demand score was 50 [40-62.5], the performance score was 15 [2.5-35], the effort score was 45 [35-62.5], the frustration score was 60 [50-65], and the weighted workload score was 34 [30.17-45.835]. CONCLUSION: Viewing a hologram in VR/MR can improve the understanding of the anatomy, which cannot be ascertained on a conventional two-dimensional monitor. Holographic guidance is a highly novel surgical concept that can potentially reduce the mental demand on surgeons.


Assuntos
Realidade Aumentada , Neoplasias Colorretais , Laparoscopia , Realidade Virtual , Neoplasias Colorretais/diagnóstico por imagem , Neoplasias Colorretais/cirurgia , Humanos , Laparoscopia/métodos , Tecnologia
3.
Trials ; 23(1): 773, 2022 Sep 13.
Artigo em Inglês | MEDLINE | ID: mdl-36100943

RESUMO

BACKGROUND: Many patients suffering from schizophrenia spectrum disorders continue having distressing auditory hallucinations in spite of treatment with antipsychotic medication. The aim of this trial is to examine the effect of a targeted virtual reality therapy for persistent auditory hallucinations in individuals with psychosis. The trial explores whether this type of therapy can decrease the severity, frequency and distress of auditory hallucinations and, additionally, whether it can reduce clinical symptoms and enhance daily functioning in individuals with psychosis. METHODS: The study is a randomised, assessor-blinded parallel-group superiority clinical trial, allocating a total of 266 patients to either the experimental intervention or supportive counselling. The participants will be randomised to either (1) seven sessions of virtual reality therapy or (2) seven sessions of supportive counselling to be delivered within the first 12 weeks after inclusion in the study. All participants will be assessed at baseline and 12 and 24 weeks post-baseline. Independent assessors blinded to the treatment allocation will evaluate the outcome. The primary outcome is the level of auditory hallucinations measured with the Psychotic Symptoms Rating Scales (PSYRATS-AH) total score at the cessation of treatment at 12 weeks. Secondary outcomes are frequency of auditory hallucinations, the distress caused by auditory hallucinations, perceived voice power, patient acceptance of voices, patients' ability to respond to voices in an assertive way and social and daily function. DISCUSSION: Promising evidence of the efficacy of this immersive virtual reality-based therapy for auditory hallucinations exist, but evidence needs to be established in a large, methodological rigorous trial. If the therapy proves to be beneficial in reducing the severity of refractory auditory hallucinations, a large group of patients with schizophrenia and related disorders could be the target group of this short-term psychotherapeutic intervention.


Assuntos
Terapia Implosiva , Transtornos Psicóticos , Terapia de Exposição à Realidade Virtual , Realidade Virtual , Aconselhamento , Alucinações/diagnóstico , Alucinações/terapia , Humanos , Transtornos Psicóticos/complicações , Transtornos Psicóticos/diagnóstico , Transtornos Psicóticos/terapia , Ensaios Clínicos Controlados Aleatórios como Assunto
4.
Comput Intell Neurosci ; 2022: 1026918, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36105644

RESUMO

Time is not a static idea, but neither is the evolution of the media and design industries. Our creative tools and the media have seen a significant transformation in the last 20 years. Digital technology will shape the media and design industries in the future. Until the next major technological revolution, digitalization will have a lasting effect on the media and design industries. The development and liberation of many designers' ideas and perspectives thanks to modern digital processing technology for virtual reality has sparked an unprecedented "boom" in design. People's senses of sight, sound, and touch will be completely satisfied thanks to the incorporation of such technologies in the design process. A vast history and rich cultural heritage can be found in the field of font design. It has continuously played a crucial role in the advancement of science and technology. The creation of a new media short video typeface based on digital processing technology for virtual reality is suggested in this study. After mastering the font style, the new media short video font is extracted using virtual reality digital processing technology, and the identification system is built utilising virtual three-dimensional technology. The simulation test and analysis are done last. The proposed approach has an accuracy that is 9.34% greater than the conventional technique, according to simulation findings. This outcome demonstrates in detail how font design becomes more humanized when virtual reality digital processing technology is used. It demonstrates how people and information interact and genuinely stress the importance of human participation and dominance. Ethics and aesthetics are combined in font design. The fashion and aesthetic ideas of the new century are reflected in it like a mirror. As a result, font design is now being pursued in a new way, and its new application concept unquestionably has a significant impact on the design sector today.


Assuntos
Tecnologia Digital , Realidade Virtual , Simulação por Computador , Humanos
6.
Annu Int Conf IEEE Eng Med Biol Soc ; 2022: 4175-4178, 2022 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-36085806

RESUMO

Humans have unrivalled abilities to perform dexterous object manipulation. This requires the sensorimotor system to quickly adapt to environmental changes and predictively counter act the external disturbances. Many studies have focused on the anticipatory control of digits with real-world experiments. However, examining manipulation using virtual reality with haptic devices expands the possibilities of investigation. In this work, participants grasped and lifted an inverted T-shaped object in a virtual reality setup. The graspable surface of the object was either constrained to a small area or unconstrained. The position of the object's center of mass changed between blocks, and the participants were asked to minimize the rotation of the object during the lift. Our results show that, consistent with the results of real-world experiments, participants gradually learn to adjust the digit positions and forces to predictively compensate for the torque due to the shifted center of mass prior to liftoff. The only major difference found was that the length of trials needed during the adaptation phase to each condition increased from 3 in real-world to 5 in virtual environment.


Assuntos
Força da Mão , Realidade Virtual , Fenômenos Biomecânicos , Humanos , Aprendizagem , Desempenho Psicomotor
7.
Annu Int Conf IEEE Eng Med Biol Soc ; 2022: 5140-5143, 2022 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-36085813

RESUMO

Attention enhancement can not only improve individual's study and work performance, but also help to improve such psychological problems as anxiety and depression. Traditional attention enhancement approaches have high requirements on the external environment, and thus have such limitations as long intervention periods, high costs, poor universality, and insignificant therapeutic effects. Virtual Reality (VR) can provide interactive and immersive environments, which can help to break through these limitations and effectively enhance users' attention. In this paper, we propose a novel neurofeedback attentional enhancement approach based on VR. The proposed approach utilizes the α band power in the parieto-occipital regions of the brain as an neurofeedback index of the users' attention, and prompts users by changing the attributes of the VR environment. Statistical results show that the α band power reduces significantly in neurofeedback group compared with that in control group. Accordingly, task performances in neruofeedback group are improved by 6.44% compared with those of control group. Our results provided evidence for the effectiveness of neurofeedback on VR training environment.


Assuntos
Neurorretroalimentação , Realidade Virtual , Transtornos de Ansiedade , Atenção , Humanos , Lobo Occipital
8.
Annu Int Conf IEEE Eng Med Biol Soc ; 2022: 816-819, 2022 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-36086175

RESUMO

The risk for passengers of an automated vehicle to suffer from motion sickness symptoms increases while performing non-driving tasks. Motion sickness, whether at sea, in the air, in a car or in virtual reality, has been studied for years, but the specific motion patterns of different vehicles and the individual physiology of passengers complicate the definition of general applicable models. Technical progress in vehicles, e.g. the development of the chassis or general digitalization, is constantly changing the influences and marginal effects of motion sickness. In recent years, increasing number of investigations concentrated on the influencing factors on motion sickness. However, the relation between emesis and vehicle dynamics itself is predominantly inadequately presented. Therefore, the results can poorly be incorporate in mathematical models of the sensory conflict theory established as leading theory in the research community. In our research, we suggest a method to prepare and present route and driving information to increase the transparency of real-world driving experiments. We used determined position-based spectrograms to simplify the understanding of the provoked acceleration as well as frequency, known as important motion sickness trigger. Standardized use of this method would support review articles about driving experiments and thus support research regarding motion sickness prediction and occurrence in vehicles.


Assuntos
Enjoo devido ao Movimento , Realidade Virtual , Aceleração , Veículos Autônomos , Humanos , Movimento (Física) , Enjoo devido ao Movimento/diagnóstico , Enjoo devido ao Movimento/etiologia
9.
Annu Int Conf IEEE Eng Med Biol Soc ; 2022: 4171-4174, 2022 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-36086239

RESUMO

When grasping and manipulating objects we implicitly adapt grip forces according to the physical parameters of the object. We integrate visual, cutaneous, and force feedback to estimate these parameters and adapt our control accordingly. Using virtual reality, both feedback integration and control can be investigated in ways that are not possible using real-life objects. Here, we present our custom-built virtual reality setup and show its validity for use in human studies of fine motor control. Participants grasped and lifted virtual objects with different weights. We show that, consistent with lifting real objects, all participants adapt their grip forces to the object mass, and do so on a trial-by-trial basis. Compared to similar studies with real objects and full feedback, grip forces were increased, and adaptation required more trials. This study successfully demonstrated that grip force control in the precision grip translates to virtual reality. While our setup can be used for similar work in the future, subsequent virtual reality experiments should include a longer adaptation phase compared to classic setups.


Assuntos
Força da Mão , Realidade Virtual , Retroalimentação , Humanos , Fenômenos Mecânicos , Tempo
10.
Annu Int Conf IEEE Eng Med Biol Soc ; 2022: 1094-1097, 2022 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-36086337

RESUMO

Physiological sensing of virtual reality (VR)-induced stressors are increasingly utilized to improve human training and assess the impact of gaming difficulty-induced stress on a person's health and well-being. However, the prior art sparsely explores the multi-level cardiovascular dynamics for psychophysiological demands in a VR environment. This treatise discusses the experimental findings and physiological interpretations of various heart rate variability (HRV) metrics extracted from 31 participants during a Go/No-Go VR-based shooting task across multiple timeframes. The VR-shooting exercise consists of firing at the enemy targets while sparing the friendly ones for different shooting difficulty levels: low-difficulty and high-difficulty with in-between baselines. Ex-perimental results demonstrate consistent shooting difficulty-induced stress patterns at multi-granular levels in response to the heterogeneous inputs (exogenous and endogenous factors). The physiological interpretations highlight the intricate inter-play between cardio-physiological components: sympathetic and parasympathetic response across multiple timescales (sessions and blocks) and shooting difficulty levels.


Assuntos
Realidade Virtual , Frequência Cardíaca/fisiologia , Humanos
11.
Annu Int Conf IEEE Eng Med Biol Soc ; 2022: 3451-3454, 2022 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-36086358

RESUMO

Reliably measuring fear perception could help evaluate the effectiveness of treatments for pathological conditions such as specific phobias or post-traumatic stress syndrome (e.g., exposure therapy). In this study, we developed a novel vir-tual reality (VR) scenario to induce fear and evaluate the related physiological response by the analysis of skin conductance (SC) signal. Eighteen subjects voluntarily experienced the fear VR scenario while their SC was recorded. After the experiment, each participant was asked to score the perceived subjective fear using a Likert scale from 1 to 10. We used the cvxEDA algorithm to process the collected SC signals and extract several features able to estimate the autonomic response to the fearful stimuli. Finally, the extracted features were linearly combined to model the subjective fear perception scores by means of LASSO linear regression. The sparsification imposed by the LASSO procedure to mitigate the overfitting risk identified an optimal linear model including only the standard deviation of the tonic SC component as a regressor (p = 0.007; R2 = 0.3337). The significant contribution of this feature to the model suggests that subjects experiencing more intense subjective fear have a more variable and unstable sympathetic tone.


Assuntos
Transtornos Fóbicos , Realidade Virtual , Medo/fisiologia , Resposta Galvânica da Pele , Humanos , Fenômenos Fisiológicos da Pele
12.
Annu Int Conf IEEE Eng Med Biol Soc ; 2022: 4151-4154, 2022 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-36086512

RESUMO

Unilateral spatial neglect (USN) is defined as impaired attention to sensory stimuli on one side, which can exist for near and far spaces combined or independently. Thus, quantifying both near- and far-space neglect is crucial. This study aims to propose an index to quantify the near/far spatial neglect ratio to describe the USN symptoms' characteristics in each patient using immersive virtual reality (VR) technology. An object-detecting task was performed for five USN patients in a three-dimensional VR space. The examiner recorded the positional data of the objects that were recognized by the USN patient using coordinate data. The near/far ratio (NFRatio) was calculated using the proposed equation to quantify the difference in neglect severity in near and far spaces of each patient. Among the patients, four tended to have greater far-space neglect, and one tended to have greater near-space neglect. Moreover, the near/far spatial neglect ratio was shown to vary according to height. This is the first study to propose immersive VR to quantify the near and far spatial neglect. However, further study is needed to assess its reliability and validity and describe its clinical usability. Clinical Relevance- In clinical practice USN symptoms cause neglected symptoms in 3D space so the proposed system will be of high clinical significance if 3D assessment is realized.


Assuntos
Transtornos da Percepção , Acidente Vascular Cerebral , Realidade Virtual , Humanos , Transtornos da Percepção/diagnóstico , Reprodutibilidade dos Testes
13.
Annu Int Conf IEEE Eng Med Biol Soc ; 2022: 1117-1120, 2022 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-36086574

RESUMO

Currently available diagnostic methods for tremor movements are mostly subjective measurements, and clinicians and researchers typically diagnose patients' symptoms with provocative maneuvers, and the inter-rater and intra-rater variabilities of those methods have been always reported. Even though various sensor-based quantitative approaches have been explored, most of the tools are limited to the tremor metrics (i.e., severity and frequency). A consistent environment that can provide a test setup to evaluate how their performance is affected by the tremor movement for activities of daily living would be needed for a smart tremor diagnosis. Therefore, we developed a virtual reality environment with a custom designed wearable sensor module to quantify tremor characteristics with performance-based assessment while they perform the activities of daily living, and correlated the performance to existing tremor scores (i.e., The Essential Tremor Rating Assessment Scale (TETRAS)). We evaluated this approach with five healthy participants (no tremor), and applied an artificial tremor using a vibration motor to mimic tremor movements as a pilot study. We analyzed three categorized tremor scenarios: resting, postural, and kinetic tremor tasks using six different tasks in virtual 3D space. All the artificial tremor was score as TETRAS=1, and we successfully analyzed the tremor metrics for different tasks by comparing them with TETRAS score, and verified the different tremor characteristics with the artificial tremor. Additionally, we analyzed the performance of 3D spiral drawing on the virtual reality track using "outside area" and "completion time" as the accuracy and speed of the performance. Clinical Relevance- This can be applied to quantify and track the tremor symptom at the patients' home, and ultimately this method can be synchronized with their current treatment parameters (i.e., dosage of medication, and parameters of the stimulation) to optimize/maximize the effect of treatment.


Assuntos
Realidade Virtual , Dispositivos Eletrônicos Vestíveis , Atividades Cotidianas , Humanos , Projetos Piloto , Tremor/diagnóstico
14.
Annu Int Conf IEEE Eng Med Biol Soc ; 2022: 381-384, 2022 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-36086599

RESUMO

Changes in emotional state, such as anxiety, have a significant impact on behavior and mental health. However, the detection of anxiety in individuals requires trained specialists to administer specialized assessments, which often take a significant amount of time and resources. Thus, there is a significant need for objective and real-time anxiety detection methods to aid clinical practice. Recent advances in Adaptive Mixture Independent Component Analysis (AMICA) have demonstrated the ability to detect changes in emotional states using electroencephalographic (EEG) data. However, given that several hours may be need to identify the different models, alternative methods must be sought for future brain-computer-interface applications. This study examines the feasibility of a machine learning classifier using frequency domain features of EEG data to classify individual 500 ms samples of EEG data into different cortical states, as established by multi-model AMICA labels. Using a random forest classifier with 12 input features from EEG data to predict cortical states yielded a 75% accuracy in binary classification. Based on these findings, this work may provide a foundation for real-time anxiety state detection and classification.


Assuntos
Interfaces Cérebro-Computador , Realidade Virtual , Ansiedade/diagnóstico , Transtornos de Ansiedade , Eletroencefalografia/métodos , Humanos
15.
Annu Int Conf IEEE Eng Med Biol Soc ; 2022: 3105-3110, 2022 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-36086622

RESUMO

Virtual reality (VR) offers a robust platform for human behavioral neuroscience, granting unprecedented experimental control over every aspect of an immersive and interactive visual environment. VR experiments have already integrated non-invasive neural recording modalities such as EEG and functional MRI to explore the neural correlates of human behavior and cognition. Integration with implanted electrodes would enable significant increase in spatial and temporal resolution of recorded neural signals and the option of direct brain stimulation for neurofeedback. In this paper, we discuss the first such implementation of a VR platform with implanted electrocorticography (ECoG) and stereo-electroencephalography ( sEEG) electrodes in human, in-patient subjects. Noise analyses were performed to evaluate the effect of the VR headset on neural data collected in two VR-naive subjects, one child and one adult, including both ECOG and sEEG electrodes. Results demonstrate an increase in line noise power (57-63Hz) while wearing the VR headset that is mitigated effectively by common average referencing (CAR), and no significant change in the noise floor bandpower (125-240Hz). To our knowledge, this study represents first demonstrations of VR immersion during invasive neural recording with in-patient human subjects. Clinical Relevance- Immersive virtual reality tasks were well-tolerated and the quality of clinical neural signals preserved during VR immersion with two in-patient invasive neural recording subjects.


Assuntos
Eletrocorticografia , Realidade Virtual , Adulto , Criança , Eletrodos Implantados , Eletroencefalografia , Humanos , Imageamento por Ressonância Magnética
16.
Nephrol Nurs J ; 49(4): 329-381, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36054805

RESUMO

Patients with chronic kidney disease (CKD) often struggle to understand their disease and its treatment options. The learning content they receive does not provide the experience necessary to truly understand their disease and its treatment options. Nephrology care providers struggle to convey their knowledge effectively to patients, which leads to dissatisfaction. By applying learning science (the marriage of psychology and the neuroscience of learning), digital technologies like virtual reality can address these shortcomings by providing the experiential learning necessary for a deeper understanding. We show that virtual reality broadly engages multiple learning centers in the brain, thus spreading the wealth of knowledge while reducing cognitive load. We conclude by showing how virtual reality technology could be incorporated into existing CKD education and training workflows.


Assuntos
Insuficiência Renal Crônica , Realidade Virtual , Humanos , Aprendizagem , Insuficiência Renal Crônica/terapia
17.
Comput Intell Neurosci ; 2022: 8978152, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36059400

RESUMO

In order to improve the exhibition effect of museums and expand the display ways of digital museums, a Chinese museum scene roaming application system based on the Unity 3D virtual reality engine was proposed. 3Dmax model production software was used to complete the museum scenes and the model production, material, and lighting of collections in the museum. Through the Unity 3D virtual reality engine, the design and production of the interactive system were completed. The display and application of the scene roaming system of the Chinese museum were well realized. For the system, the fast construction of virtual scenes and fixed-point triggering (FPT) optimization were carried out. The experimental results showed that the improved method was 90.5% faster than the manual coding method in the optimization of fast virtual scene construction. After using the fixed-point triggering method, the average accuracy of the original 35 scenes was 63.9%. It was concluded that the application design could simulate the museum scene well, which had a certain reference value for the application of virtual reality simulation technology in the field of cultural heritage inheritance.


Assuntos
Interface Usuário-Computador , Realidade Virtual , Simulação por Computador , Software , Tecnologia
18.
Comput Intell Neurosci ; 2022: 4128981, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36059418

RESUMO

With the rapid development of the national economy and the improvement of people's living standards, physical fitness and health have attracted people's attention and become an important topic in people's daily life. Virtual reality technology is a new technology that uses computer to build virtual environment, belonging to simulation technology, which is an extremely important direction in this field. This paper aims to study the importance of the national fitness sports relying on virtual reality technology in the development of sports economy. The related concepts of virtual reality technology and the related meanings of national fitness are introduced. The characteristics of the office population are analyzed to understand the daily behavior habits, health status, and common diseases of the target population. Meanwhile, the traditional home fitness equipment and virtual home fitness equipment are collected and compared. The problems of the existing home fitness equipment are understood so as to discover the direction of subsequent design. Then, through interviews, questionnaires, and on-the-spot research, the target users and the product usage environment are investigated in depth. The pain points and needs of users are found and the needs of office workers for fitness products are summarized. The experimental results showed that in the national fitness sports relying on virtual reality technology, 80% of the respondents believed that the integration of somatosensory technology into fitness equipment has a positive effect on improving fitness.


Assuntos
Esportes , Realidade Virtual , Simulação por Computador , Humanos , Tecnologia
19.
PLoS One ; 17(9): e0272030, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36129891

RESUMO

INTRODUCTION: Common anesthesia practice for hand surgery combines a preoperative regional anesthetic and intraoperative monitored anesthesia care (MAC). Despite adequate regional anesthesia, patients may receive doses of intraoperative sedatives which can result in oversedation and potentially avoidable complications. VR could prove to be a valuable tool for patients and providers by distracting the mind from processing noxious stimuli resulting in minimized sedative use and reduced risk of oversedation without negatively impacting patient satisfaction. Our hypothesis was that intraoperative VR use reduces sedative dosing during elective hand surgery without detracting from patient satisfaction as compared to a usual care control. METHODS: Forty adults undergoing hand surgery were randomized to receive either intraoperative VR in addition to MAC, or usual MAC. Patients in both groups received preoperative regional anesthesia at provider discretion. Intraoperatively, the VR group viewed programming of their choice via a head-mounted display. The primary outcome was intraoperative propofol dose per hour (mg · hr-1). Secondary outcomes included patient reported pain and anxiety, overall satisfaction, functional outcome, and post anesthesia care unit (PACU) length of stay (LOS). RESULTS: Of the 40 enrolled patients, 34 completed the perioperative portion of the trial. VR group patients received significantly less propofol per hour than the control group (Mean (±SD): 125.3 (±296.0) vs 750.6 (±334.6) mg · hr-1, p<0.001). There were no significant differences between groups in patient reported overall satisfaction, (0-100 scale, Median (IQR) 92 (77-100) vs 100 (100-100), VR vs control, p = 0.087). There were no significant differences between groups in PACU pain scores, perioperative opioid analgesic dose, or in postoperative functional outcome. PACU LOS was significantly decreased in the VR group (53.0 (43.0-72.0) vs 75.0 (57.5-89.0) min, p = 0.018). CONCLUSION: VR immersion during hand surgery led to significant reductions in intraoperative propofol dose and PACU LOS without negatively impacting key patient reported outcomes.


Assuntos
Anestesia por Condução , Propofol , Realidade Virtual , Adulto , Analgésicos Opioides , Anestesia por Condução/efeitos adversos , Mãos/cirurgia , Humanos , Hipnóticos e Sedativos , Imersão/efeitos adversos , Dor Pós-Operatória/etiologia
20.
Science ; 377(6613): 1376-1378, 2022 09 23.
Artigo em Inglês | MEDLINE | ID: mdl-36137048

RESUMO

Scientists are exploring new material designs to make smaller and denser pixel displays.


Assuntos
Realidade Virtual
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